/*
 * Copyright (C) 2010 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

package com.replica.replicaisland;

/**
 * A game component that implements velocity-based movement.
 */
public class MovementComponent extends GameComponent {
	// If multiple game components were ever running in different threads, this
	// would need
	// to be non-static.
	private static Interpolator sInterpolator = new Interpolator();

	public MovementComponent() {
		super();
		setPhase(ComponentPhases.MOVEMENT.ordinal());
	}

	@Override
	public void reset() {

	}

	@Override
	public void update(float timeDelta, BaseObject parent) {
		GameObject object = (GameObject) parent;

		sInterpolator.set(object.getVelocity().x, object.getTargetVelocity().x,
				object.getAcceleration().x);
		float offsetX = sInterpolator.interpolate(timeDelta);
		float newX = object.getPosition().x + offsetX;
		float newVelocityX = sInterpolator.getCurrent();

		sInterpolator.set(object.getVelocity().y, object.getTargetVelocity().y,
				object.getAcceleration().y);
		float offsetY = sInterpolator.interpolate(timeDelta);
		float newY = object.getPosition().y + offsetY;
		float newVelocityY = sInterpolator.getCurrent();

		if (object.positionLocked == false) {
			object.getPosition().set(newX, newY);
		}

		object.getVelocity().set(newVelocityX, newVelocityY);
	}

}
